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Stats age, level, and uncooked food are semi-permanent, remaining with the character until rebirth.

These stats are calculated to one decimal place, despite only whole numbers being shown.

For example, a player with 102 strength levels up and gains 0.5 more strength. Although their strength still shows as 102, the player would have 1 more max melee weapon damage than before.

These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in parenthesis beside the new modified stats.

Life

Life is measured in Health Points (HP). When your HP reaches 0, you will fall unconscious. HP naturally regenerates or can be restored with items and magic.

40/100

Life Points

100

, commonly referred to as Health Points or Hit Points (HP), determine the character's ability to absorb damage. Life is lost when receiving Damage, standing in Zardine's Sulfur Pits, or when the player has been transformed into a Dark Knight for too long.

Maximum Life cannot be reduced below 1 by any means.

A character's Life being reduced to zero may potentially render the player Knocked Unconscious.

Strength

Your physical strength. The more Strength you have, the stronger your attacks are and the more bonuses you gain from Strength-dependent skills.Strength (STR) affects most melee combat skills and defense.

Intelligence

Your rational capability. The more Intelligence you have, the more bonuses you gain from Intelligence-dependent skills.Intelligence (INT) affects all magical abilities, enchant effectiveness, and EXP gained for pets.

Dexterity

Your ability to work. The more Dexterity you have, the faster and better you can create items and the more bonuses you gain from Dexterity-dependent skills.Dexterity (DEX) affects most ranged combat skills and many Life skills.

Will

Your mental prowess and determination. The more Will you have, the better you can survive dangerous situations and the more bonuses you gain from Will-dependent skills and Will-affected circumstances.Will affects critical damage, hand-to-hand combat skills, magic defense, and your ability to survive fatal blows.

Luck

A mysterious and inexplicable phenomena that helps you. The more Luck you have, the more often good things happen to you and the more bonuses you gain from Luck-related skills.Luck affects critical chance, evasiveness, and the success rate of many other skills.

Critical is reduced by 2.0% for every EffectiveProtection point (actual damage reduction) on the target. In the case of magic criticals, it is reduced by 2.0% for every EffectiveMagic Protection point on the target.

However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.

For example, the player has 100% critical and attacks a monster with 0 protection; contrary to what appears the player to be having all their attacks score a critical hit, the player actually only has a 30% rate to land a critical hit.

This cap can be increased further by increasing Nele's Renown and with Spirit Weapon's Spirit Unleashing Enhancement.

Certain skills may exceed this 30% critical during calculation. For example, Way of the Gun causes all Dual Gun Normal Attacks to be a critical hit, regardless of the player's critical and the enemy's protection stats.

Players conducted a trial in which a person with 90% critical attacked a Black-tailed Mongoose (which has 16 Protection). Using the above formula, the chance for critical should have been 58%. However, out of 3308 attacks, only 989 criticals were observed; a cap of ~30%.

When using an attack that hits multiple targets, the chance of landing a critical hit is only calculated against the selected target or the closest target to the player/skill being used if a target was not selected.

If a player happens to land a critical hit against the target, all other targets within range of the attack will receive a critical hit as well.

The Median Damage represents where the peak would be in a regular bell shaped distribution but is not necessarily the mean or mode.

As Balance can be approximately represented by a bell shaped distribution, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the median damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage.

For the purposes of randomizing damage the distribution goes beyond maximum or minimum damage depending on whether the balance is greater than or less than 50% respectively. From whichever value would give a greater range to the balance/median point, the distribution extends out approximately equally beyond the maximum or minimum damage value. All values that would occur beyond maximum/minimum are instead rounded to the maximum/minimum. This means that the probability that a given damage figure would be greater or less than maximum or minimum damage respectively is added to the probability of rolling maximum or minimum damage respectively. This generally means that with extremely low or high balance values the minimum or maximum damage respectively ends up being the mode(most common) damage value.

Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.

Therefore in that situation the mean(average) damage is actually less than the median damage. Theoretically the only time the mode, median and mean would be the same is at 50% balance. When balance is less than 50% average damage is higher than median damage and when balance is greater than 50% average damage is lower than median damage.

Magic Balance

Magic Balance determines the average damage of magic attacks.

It is actually a hidden stat, and not displayed on the character screen.

Shields contribute to Defense and Protection. Guard Cylinders contribute to Magic Defense and Magic Protection. Both add hidden melee/archery Defense and Protection against critical that is not displayed in the character's stat window.

Marionettes also contribute miniscule amounts of Defense and Protection.

There are very few equipment, or Magic Armor, that affects Magic Defense and Magic Protection.

The player has been poisoned, slowly cutting their health down for a short while. Can be prevented with Poison Immunity.

Sulfur Poisoning

The player has been poisoned by the sulfur in the Sulfur Pits in Zardine, slowly cutting down their HP by 2 per 5 seconds. Gaining Deadly status with this status "the Sulfer-poisoned Explorer". Leaving the Sulfur Pits will shortly remove the status ailment. Can be prevented with Poison Immunity.

By drinking a Mini Potion, the player cosmetically shrinks, allows them to enter the Mouse Hole in The Other Alchemists, and receives reduced damage. Causes a cosmetic reduction in size and enables you to go through the Mouse Hole in certain Shadow Missions.

Can also be achieved through Magical Music at any time; this effect caused by music, aside from the cosmetic shrinking, increases Critical rate and has no negative reductions.

The player is buffed by Phoenix'sFlame of Resurrection, immediately reviving them after being knocked unconscious. If the Phoenix is in possession of a Fire Erg Crystal when using the Flame of Resurrection, the player's resurrection grants them an aura that pushes back nearby enemies, blesses all of their equipped items, completely restores their health and stamina, and reverts the buff to normal.